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1.
The goal of the current study was to investigate the effects of different virtual environment (VE) technologies (i.e., desktop, head mounted display, or fully immersive platforms) on emotional arousal and task performance. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three VE systems from desktop to high-end fully immersive systems. The experiment was a 3 (desktop system, head mounted display, and six wall system) × 2 (high- and low-stressful VE) within subject design, with self-reported emotional arousal and valence, skin conductance, task performance, presence, and simulator sickness examined as dependent variables. Replicating previous studies, the fully immersive system induced the highest sense of presence and the head mounted display system elicited the highest amount of simulator sickness. Extending previous studies, the results demonstrated that VE platforms were associated with different patterns in emotional responses and task performance. Our findings suggest that different VE systems may be appropriate for different scientific purposes when studying stress reactivity using emotionally evocative tasks.  相似文献   

2.
This study explores how participants in an immersive theatrical performance perceive their role in the virtual environment (VE) and the effects of this perception on how they experience the performance as a whole. Using a quasi-experimental 2 × 2 design, narrative and task-based search was manipulated to explore the effects on spatial presence, social presence, identification and enjoyment. Results show that the effect of spatial presence on enjoyment of the performance is entirely mediated by identification with the role of the self in the VE. This could have interesting consequences for the experience of more narrative VE’s and suggests that the role of identification is something to explore further in future presence research.  相似文献   

3.
Research into the effects of simulators has led to suggestions that postural instability occurring after immersion in a virtual reality virtual environment (VR/VE) may have direct implications for the safety of post-immersion activities such as driving or operating machinery. However, experimental studies have highlighted a lack of standardisation in the postural stability measurement techniques applied and subsequent inconsistencies in the results obtained. An experiment was conducted to evaluate the use of static, dynamic and posturographic postural stability measures in determining the effect of participation in an interactive virtual environment (VE) for 20 min. The results demonstrate differences in the sensitivity of postural stability measurement techniques and variations in inter- and intra-individual responses to measures. The VE immersion was found to produce postural instability only when measured using a posturographic technique under normal stance static posture, and then only mildly and not long-lasting. No associations were found between reported symptoms of simulator sickness and postural stability with postural stability measures. This paper discusses issues relating to postural stability measurement and the implications for evaluation of virtual environment effects.  相似文献   

4.
Virtual environments applications and applied ergonomics   总被引:4,自引:0,他引:4  
The usability of virtual environments has attracted considerable efforts from ergonomists. Work has included studies of the side or after effects of participation in a virtual environment (VE) as well as the appropriateness of the Virtual Reality hardware and software interfaces and the understanding of factors which determine participant performance. Equally important for applied ergonomics is to understand how best to specify, build, implement and evaluate virtual environment solutions to everyday industrial, commercial, educational and medical problems. The potential value of ergonomics applied to virtual environments, and vice versa, are discussed. Two particular instances of VE development relevant to applied ergonomics are described - structured development and evaluation of industrial training and participatory redesign of workplaces. This paper is one of a number of contributions to a special issue on ergonomics in the study and use of virtual environments.  相似文献   

5.
《Ergonomics》2012,55(4):494-511
Virtual environments (VEs) are extensively used in training but there have been few rigorous scientific investigations of whether and how skills learned in a VE are transferred to the real world. This research aimed to measure and evaluate what is transferring from training a simple sensorimotor task in a VE to real world performance. In experiment 1, real world performances after virtual training, real training and no training were compared. Virtual and real training resulted in equivalent levels of post-training performance, both of which significantly exceeded task performance without training. Experiments 2 and 3 investigated whether virtual and real trained real world performances differed in their susceptibility to cognitive and motor interfering tasks (experiment 2) and in terms of spare attentional capacity to respond to stimuli and instructions which were not directly related to the task (experiment 3). The only significant difference found was that real task performance after training in a VE was less affected by concurrently performed interference tasks than was real task performance after training on the real task. This finding is discussed in terms of the cognitive load characteristics of virtual training. Virtual training therefore resulted in equivalent or even better real world performance than real training in this simple sensorimotor task, but this finding may not apply to other training tasks. Future research should be directed towards establishing a comprehensive knowledge of what is being transferred to real world performance in other tasks currently being trained in VEs and investigating the equivalence of virtual and real trained performances in these situations.  相似文献   

6.
Virtual environments (VEs) are extensively used in training but there have been few rigorous scientific investigations of whether and how skills learned in a VE are transferred to the real world. This research aimed to measure and evaluate what is transferring from training a simple sensorimotor task in a VE to real world performance. In experiment 1, real world performances after virtual training, real training and no training were compared. Virtual and real training resulted in equivalent levels of post-training performance, both of which significantly exceeded task performance without training. Experiments 2 and 3 investigated whether virtual and real trained real world performances differed in their susceptibility to cognitive and motor interfering tasks (experiment 2) and in terms of spare attentional capacity to respond to stimuli and instructions which were not directly related to the task (experiment 3). The only significant difference found was that real task performance after training in a VE was less affected by concurrently performed interference tasks than was real task performance after training on the real task. This finding is discussed in terms of the cognitive load characteristics of virtual training. Virtual training therefore resulted in equivalent or even better real world performance than real training in this simple sensorimotor task, but this finding may not apply to other training tasks. Future research should be directed towards establishing a comprehensive knowledge of what is being transferred to real world performance in other tasks currently being trained in VEs and investigating the equivalence of virtual and real trained performances in these situations.  相似文献   

7.
The experience of motion sickness in a virtual environment may be measured through pre and postexperiment self-reported questionnaires such as the Simulator Sickness Questionnaire (SSQ). Although research provides converging evidence that users of virtual environments can experience motion sickness, there have been no controlled studies to determine to what extent the user's subjective response is a demand characteristic resulting from pre and posttest measures. In this study, subjects were given either SSQ's both pre and postvirtual environment immersion, or only postimmersion. This technique tested for contrast effects due to demand characteristics in which administration of the questionnaire itself suggested to the participant that the virtual environment may produce motion sickness. Results indicate that reports of motion sickness after immersion in a virtual environment are much greater when both pre and postquestionnaires are given than when only a posttest questionnaire is used. The implications for assessments of motion sickness in virtual environments are discussed.  相似文献   

8.
Some of our recent observations suggest that mental rotation may be important for reduction of motion sickness in microgravity as well as in the microgravity simulator. Therefore, we suggest that development of the ability to perform mental rotation may be important for adaptation to many virtual environments. Training virtual environment operators to perform mental rotation may enhance operator performance both by increasing their ability to "locomote in" and manipulate that environment and by reducing motion sickness associated with transitions between virtual and normal environments.  相似文献   

9.
《Ergonomics》2012,55(6):608-624
This study investigated cues that permit prediction of turns during passive movement through a virtual environment. Effects on simulator sickness (SS), presence and enjoyment were examined. Subjects were exposed to complex visual motion through a cartoon-like simulated environment in a driving simulator. Forward velocity remained constant and the motion path was the same across all experimental conditions. Using a within-subject design, we examined visual paths that provided different levels of cue salience – detailed, simplified and no cues – for the upcoming simulated vehicle motion. Following each trial, participants completed questionnaires on SS, presence and enjoyment. After all of the trials were completed, a debriefing determined participants' perceptions of vehicle motion attributes and their awareness of the prediction cues. The results showed that SS in the no-cue condition was significantly greater than that in the conditions that provided vehicle motion cues. Presence and enjoyment responses were not different across the conditions. No participants reported differences between prediction cue conditions or recognized that the vehicle motion followed the same path across trials. However, participants tended to report that the motion was smoother for the detailed-cue than the no-cue condition. Participants ranked turn predictability as higher in conditions with prediction cues. The results support the hypothesis that unobtrusive and unreported motion cues may alleviate SS in a virtual environment.  相似文献   

10.
This study investigated cues that permit prediction of turns during passive movement through a virtual environment. Effects on simulator sickness (SS), presence and enjoyment were examined. Subjects were exposed to complex visual motion through a cartoon-like simulated environment in a driving simulator. Forward velocity remained constant and the motion path was the same across all experimental conditions. Using a within-subject design, we examined visual paths that provided different levels of cue salience - detailed, simplified and no cues - for the upcoming simulated vehicle motion. Following each trial, participants completed questionnaires on SS, presence and enjoyment. After all of the trials were completed, a debriefing determined participants' perceptions of vehicle motion attributes and their awareness of the prediction cues. The results showed that SS in the no-cue condition was significantly greater than that in the conditions that provided vehicle motion cues. Presence and enjoyment responses were not different across the conditions. No participants reported differences between prediction cue conditions or recognized that the vehicle motion followed the same path across trials. However, participants tended to report that the motion was smoother for the detailed-cue than the no-cue condition. Participants ranked turn predictability as higher in conditions with prediction cues. The results support the hypothesis that unobtrusive and unreported motion cues may alleviate SS in a virtual environment.  相似文献   

11.
Various programs effectively teach children to cross streets more safely, but all are labor- and cost-intensive. Recent developments in mobile phone technology offer opportunity to deliver virtual reality pedestrian environments to mobile smartphone platforms. Such an environment may offer a cost- and labor-effective strategy to teach children to cross streets safely. This study evaluated usability, feasibility, and validity of a smartphone-based virtual pedestrian environment. A total of 68 adults completed 12 virtual crossings within each of two virtual pedestrian environments, one delivered by smartphone and the other a semi-immersive kiosk virtual environment. Participants completed self-report measures of perceived realism and simulator sickness experienced in each virtual environment, plus self-reported demographic and personality characteristics. All participants followed system instructions and used the smartphone-based virtual environment without difficulty. No significant simulator sickness was reported or observed. Users rated the smartphone virtual environment as highly realistic. Convergent validity was detected, with many aspects of pedestrian behavior in the smartphone-based virtual environment matching behavior in the kiosk virtual environment. Anticipated correlations between personality and kiosk virtual reality pedestrian behavior emerged for the smartphone-based system. A smartphone-based virtual environment can be usable and valid. Future research should develop and evaluate such a training system.  相似文献   

12.
OBJECTIVE: We examined motion sickness in an oscillating virtual environment presented via a video projector system. BACKGROUND: Visible oscillation of the physical environment is known to induce both postural instability and motion sickness, but it cannot be assumed that the same phenomena will occur in a virtual simulation of such motion. METHOD: Standing participants (3 men and 9 women, 20-22 years of age) were exposed to oscillation of a virtual room. The stimulus was a computer-generated simulation of a laboratory device that is known to induce postural instability and motion sickness. Participants viewed the simulation for up to 40 min and were instructed to discontinue if they experienced symptoms of motion sickness. RESULTS: Motion sickness incidence (42%) did not differ from that in studies using the corresponding physical moving room. Prior to motion sickness onset, the sick group exhibited changes in movement, relative to the well group, as predicted by the postural instability theory of motion sickness. Differences in movement between the sick and well groups developed over time, in contrast with previous studies using physical moving rooms, in which such movement differences have not evolved. CONCLUSION: The results indicate that changes in postural activity precede motion sickness that is induced by an oscillating virtual environment, but they also reveal differences in postural responses to virtual and physical motion environments. APPLICATION: Potential applications of this research include recommendations for the use of virtual environments as models for perception and action in physical environments.  相似文献   

13.
Does greater visual realism induce greater participant presence in immersive virtual environments (VE)? Presence refers to how realistically participants respond to the environment as well as their subjective sense of being in the place depicted by the VE. Thirty-three people were exposed for three minutes to a virtual environment depicting a precipice using a head-tracked head-mounted display system. Seventeen of them saw the environment rendered with real-time recursive ray tracing (RT) that included shadows and reflections of their virtual body, and the remainder experienced the same environment rendered with ray casting (RC), which did not include shadows and reflections. Participants completed a presence questionnaire immediately after their experience, and physiological responses (skin conductance and electrocardiogram) were recorded throughout. Results show that subjective presence was higher for the RT environment than for the RC one and that higher stress was induced in the RT environment compared to the RC one.  相似文献   

14.
Only a few studies in the literature have focused on the effects of age on virtual environment (VE) sickness susceptibility and even less research was carried out focusing on the elderly. In general, the elderly usually browse VEs on a thin film transistor liquid crystal display (TFT-LCD) at home or somewhere, not a head-mounted display (HMD). While the TFT-LCD is used to present VEs, this set-up does not physically enclose the user. Therefore, this study investigated the factors that contribute to cybersickness among the elderly when immersed into a VE on TFT-LCD, including exposure durations, navigation rotating speeds and angle of inclination. Participants were elderly, with an average age of 69.5 years. The results of the first experiment showed that the rate of simulator sickness questionnaire (SSQ) scores increases significantly with navigational rotating speed and duration of exposure. However, the experimental data also showed that the rate of SSQ scores does not increase with the increase in angle of inclination. In applying these findings, the neuro-fuzzy technology was used to develop a neuro-fuzzy cybersickness-warning system integrating fuzzy logic reasoning and neural network learning. The contributing factors were navigational rotating speed and duration of exposure. The results of the second experiment showed that the proposed system can efficiently determine the level of cybersickness based on the associated subjective sickness estimates and combat cybersickness due to long exposure to a VE.  相似文献   

15.
The display units integrated in today's head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE has to be adjusted to the limitations caused by the HMD characteristics. In particular, the geometric field of view (GFOV), which defines the virtual aperture angle used for rendering of the 3D scene, is set up according to the display field of view (DFOV). A discrepancy between these two fields of view distorts the geometry of the VE in a way that either minifies or magnifies the imagery displayed to the user. It has been shown that this distortion has the potential to affect a user's perception of the virtual space, sense of presence, and performance on visual search tasks. In this paper, we analyze the user's perception of a VE displayed in a HMD, which is rendered with different GFOVs. We introduce a psychophysical calibration method to determine the HMD's actual field of view, which may vary from the nominal values specified by the manufacturer. Furthermore, we conducted two experiments to identify perspective projections for HMDs, which are identified as natural by subjects--even if these perspectives deviate from the perspectives that are inherently defined by the DFOV. In the first experiment, subjects had to adjust the GFOV for a rendered virtual laboratory such that their perception of the virtual replica matched the perception of the real laboratory, which they saw before the virtual one. In the second experiment, we displayed the same virtual laboratory, but restricted the viewing condition in the real world to simulate the limited viewing condition in a HMD environment. We found that subjects evaluate a GFOV as natural when it is larger than the actual DFOV of the HMD--in some cases up to 50 percent--even when subjects viewed the real space with a limited field of view.  相似文献   

16.
Elderly individuals can access online 3D virtual stores from their homes to make purchases. However, most virtual environments (VEs) often elicit physical responses to certain types of movements in the VEs. Some users exhibit symptoms that parallel those of classical motion sickness, called cybersickness, both during and after the VE experience. This study investigated the factors that contribute to cybersickness among the elderly when immersed in a 3D virtual store. The results of the first experiment show that the simulator sickness questionnaire (SSQ) scores increased significantly by the reasons of navigational rotating speed and duration of exposure. Based on these results, a warning system with fuzzy control for combating cybersickness was developed. The results of the second and third experiments show that the proposed system can efficiently determine the level of cybersickness based on the fuzzy sets analysis of operating signals from scene rotating speed and exposure duration, and subsequently combat cybersickness.  相似文献   

17.
An important feature of virtual reality is the facility for the user to move around a virtual environment in a natural and easily controlled manner. Navigation, also called locomotion, travel or motion, involves changing the perspective of the user in the virtual environment (VE). It allows the user to move in the VE as well as reorient themselves to look at the world differently. Natural locomotion methods are able to contribute to a sense of presence and reality. The illusion of presence can be lost through unnatural experiences during travel in the VE. This can be caused by poor interactive metaphors or by experiences which do not agree with the user's everyday understanding of the real world. This paper focuses on the navigation method in the VE, one of the major interfaces for the interactivity between human and VE in virtual reality circumstances and worlds. It proposes a new navigation method. Intelligent Cruise-Control Navigation (ICCN), which provides a natural and user-centred approach to navigation in the VE and can improve the user's sense of reality and presence. ICCN is composed of three major phases: Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The ICCN can reduce the user's fatigue and improve the user's presence in the VE. The small experimental study reported in this paper suggests that the ICCN will be a natural, straightforward, and useful navigation interface in VE.  相似文献   

18.
To examine the effect of stereo vision on performance, presence and oculomotor disturbances within a virtual environment (VE), two groups of 23 participants (good stereo acuity/low stereo acuity) were evaluated. Groups were matched in terms of gender, age and VE design factors (the latter were accounted for to ensure a similar VE experience between groups). Participants were immersed in a VE maze for up to 1h during which time they interacted with the environment while performing a number of stationary and movement-based tasks. Individuals with low stereo acuity traveled further to complete two tasks in the VE, yet performance time on these tasks was comparable to participants with good stereo acuity. Although participants with impaired stereo vision likely did not fully benefit from a stereoscopic view of the scene, they may have received sufficient depth information from movement-based cues to efficiently accomplish these tasks in a comparable amount of time. Overall performance, based on both the number of tasks completed and the total translational distance moved (based on input device movement) within the VE was not hindered for those with low stereo acuity. In addition, the expected increase in oculomotor disturbances for this group was not evident in this study, and both groups reported comparable amounts of presence from VE exposure. These results suggest that when head tracking is included as part of the VE experience (i.e., motion parallax cues exist), participants with low stereo acuity can be expected to perform comparable to normal sighted individuals, experience a comparable sense of presence, and report no increase in adverse effects when viewing scenes via stereoscopic displays. Thus, motion parallax cues may adequately provide a sense of depth within a VE, and alleviate theorized performance decrements for individuals with low stereo acuity. The results of this study have implications for those designing entertainment simulations or other such applications open to the general public, where people with low stereo acuity may routinely participate.  相似文献   

19.
The research presented in this paper aims at investigating user interaction in immersive virtual learning environments, focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual environment (VE) compared to non-interactive or non-immersive environments. Empirical work was carried out with more than 55 primary school students between the ages of 8 and 12, in different between-group experiments: an exploratory study, a pilot study, and a large-scale experiment. The latter was conducted in a virtual environment designed to simulate a playground. In this “Virtual Playground,” each participant was asked to complete a set of tasks designed to address arithmetical “fractions” problems. Three different conditions, two experimental virtual reality (VR) conditions and a non-VR condition, that varied the levels of activity and interactivity, were designed to evaluate how children accomplish the various tasks. Pre-tests, post-tests, interviews, video, audio, and log files were collected for each participant, and analysed both quantitatively and qualitatively. This paper presents a selection of case studies extracted from the qualitative analysis, which illustrate the variety of approaches taken by children in the VEs in response to visual cues and system feedback. Results suggest that the fully interactive VE aided children in problem solving but did not provide a strong evidence of conceptual change as expected; rather, it was the passive VR environment, where activity was guided by a virtual robot, that seemed to support student reflection and recall, leading to indications of conceptual change.  相似文献   

20.
Using virtual reality (VR) to examine risky behavior that is mediated by interpersonal contact, such as agreeing to have sex, drink, or smoke with someone, offers particular promise and challenges. Social contextual stimuli that might trigger impulsive responses can be carefully controlled in virtual environments (VE), and yet manipulations of risk might be implausible to participants if they do not feel sufficiently immersed in the environment. The current study examined whether individuals can display adequate evidence of presence in a VE that involved potential interpersonally-induced risk: meeting a potential dating partner. Results offered some evidence for the potential of VR for the study of such interpersonal risk situations. Participants’ reaction to the scenario and risk-associated responses to the situation suggested that the embodied nature of virtual reality override the reality of the risk’s impossibility, allowing participants to experience adequate situational embedding, or presence.  相似文献   

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